Game Narrative Portfolio — 8 Weeks
A Dark Medieval Fantasy Narrative Experience
In the shadow of King Kaffar's corrupted throne, Dimas fights not for glory, but for his own soul.
Act I — Project
This concept portfolio documents the complete narrative design process for Otumno, a dark medieval fantasy ARPG where every choice echoes through a corrupted kingdom. Built under AAA industry mentorship over 8 weeks, covering research, documentation, and deliverables for cross-functional team use.
Engine
Unreal Engine
Genre
3D Action Adventure / PvE
Type
Quest
Duration
8 Weeks
Tools
Arcweave, Sheets/Excel, PPT/Slides, Miro
By the numbers
150+ character barks. 38 dialogue nodes. 6 quest endings. 4 fully documented locations. Every deliverable formatted for art teams, design teams, and VO studios.
150+
Character Barks
Across 4 playable characters, each with distinct voice and Jungian archetype.
38
Dialogue Nodes
6 unique quest endings. Each node responds to player history and faction standing.
8
Weeks
From concept to complete documentation under AAA industry mentorship.
4
Locations
Each designed with 20+ reference images for the art team.
What I did
Characters built from Jungian archetypes. Dialogue designed for player agency. Locations built for both story and gameplay function. Every deliverable formatted for team handoff.
Quest branching dialogue writing, design, and implementation
Character bios, barks, and voice-over scripts
Character design (archetypes, weapons, combat)
Location and building design
World-building and game cartography
Storyboarding and script design
Act III — Characters
Each character is built from a Jungian archetype. Their barks, bios, and design documents are formatted for voice acting and animation teams. Combat function and character personality are inseparable — that's the design constraint.
Tragic Hero — Age 23
The Fallen Soldier
A former regiment leader turned slave. Once the King's most trusted captain, Dimas discovered the dark pact that fuels Kaffar's conquest. Branded a traitor, he fights to expose the truth, even if it costs him everything.
Weapon:Scourge Whip & Sickle — slave farm tools repurposed for lethal mid-range combat.
Mentor Figure
The Reluctant Healer
Stoic, moral, wise. A mage with healing skills. She aids Dimas not out of loyalty to any cause, but because she cannot stand idle while the world corrupts around her.
Weapon:Koru Staff & Scalpel — emerald-caged healing staff and surgical scalpel.
Shadow Tyrant — Age 55
The Corrupted Ruler
Power hungry and in thrall to dark magic. His corruption spreads like a plague across the land, and only those closest to him know the true cost of his reign.
Weapon:Blood Oath Sword — boss moveset: Slash, Stab, and Otumno's Scepter defense.
Apparent Antagonist — Age 48
The Village Leader
Loyal, brave, and confident with a strict moral code. Former Captain of the Kaffar Army and now Village Leader. Ordained into leadership from a young age, pitted against the Kingdom, leaving the King with a dangerous decision.
Weapons:Captain's Broadsword (two-handed, gold accents) & Soldier's Bow with leather quiver.
Act II — Storyboard
From the siege of the castle to the ritual's dark twist. Each shot is designed to establish mood, character, and the central conflict, for collaboration with art and marketing teams.
Worldbuilding Integration
Designed shots with worldbuilding in mind. The sequence functions as an intro cinematic leading into character creation.
Art Team Collaboration
Included clear location, camera view, and action for use by the art team.
Character-Centric POV
Written in the POV of the main character to maintain continuity with the character-centric narrative.
Efficient Communication
Simple assets designed for quick and efficient communication between teams.
Shot 1
The Siege
Opening Sequence
Extreme long shot of a Trebuchet attacking the castle walls.
Shot 2
The Map
Exposition
King Kaffar plotting invasion on a tactical map.
Shot 3
The Reveal
Inciting Incident
Acolytes summoning dark magic in the Throne Room.
Shot 4
The Blight
Environmental Storytelling
Corruption decaying a flower in real-time.
Shot 5
The Lie
Narrative Irony
Peasants rejoicing, unaware of the King's dark pact.
Shot 6
The Ritual
The Twist
The heir courts the darkness again.
Act IV — The World
Every location in Otumno carries narrative weight. The corrupted castle halls, the struggling villages, the cursed landscape: each is designed to tell the story without dialogue.
World Lore
Once a prosperous realm, Otumno fell into darkness when King Kaffar made a pact with entities beyond mortal understanding.
Now the land itself rots — flowers wilt at the touch, water turns brackish, and the sun seems dimmer with each passing day.
The common folk whisper of a curse, but only those who stood in the throne room that fateful night know the truth.
Exterior
Kaffar Castle Town
The bustling settlement in the shadow of the castle.
Exterior
Kaffar Castle
Main enemy stronghold. Dark Medieval Fantasy style.
Exterior
Molten & Sons Blacksmith
Blacksmith for weapon upgrades and purchases.
Interior
Healing Tent
A place of respite and recovery. Healing, Mana & Potions marketplace.
Act V — Dialogue
Every dialogue node in Arcweave responds to player history, faction standing, and previous choices. Player agency is structural, not cosmetic. No conversation exists in isolation.
Quest Design
Each quest begins with a clear objective but offers multiple paths to resolution. Player choice impacts both immediate outcomes and long-term relationships.
Branching Logic
Using Arcweave, dialogue trees respond to player history, faction standing, and previous choices. No conversation exists in isolation.
Character Voice
Each character has a distinct voice derived from their background, archetype, and relationship to the central conflict.
Arcweave Implementation
38 dialogue nodes built in Arcweave, fully connected with conditional logic and player-state variables.
Design foundations
Character construction, world design, and player agency each draw from a consistent set of frameworks rather than intuition alone.
Narrative Influences
Design Methodology
Narrative design for games
If you're making games and need structured narrative deliverables, get in touch.